/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/utils/ |
H A D | AABBNearFarAnalyzer.java | 28 /** Compute near and far plane based on renderable providers passed in constructor. Renderable providers array should contains only 32 /** Near and far initialization before computation. You should put the same values as the main camera */ 100 camera.far = AABBNearFarAnalyzer.CAMERA_FAR; 117 float far = distance + radius; 120 if (far <= 0) far = CAMERA_FAR; 123 camera.far = far;
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H A D | BoundingSphereDirectionalAnalyzer.java | 55 // Compute near and far 57 out.far = 2.5f * radius;
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
H A D | matrixop.h | 35 // mat = FrustumMatrix(left, right, bottom, top, near, far) * mat 39 float near, float far);
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H A D | matrixop.c | 132 float near, float far) 136 float dz = far - near; 139 if (near <= 0.f || far <= 0.f || dx <= 0.f || dy <= 0.f || dz <= 0.f) 154 frust[2*4 + 2] = -(near + far) / dz; 159 frust[3*4 + 2] = -2.f * near * far / dz; 129 Matrix4x4_Frustum(Matrix4x4 mat, float left, float right, float bottom, float top, float near, float far) argument
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/ |
H A D | PerspectiveCamera.java | 56 projection.setToProjection(Math.abs(near), Math.abs(far), fieldOfView, aspect);
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H A D | OrthographicCamera.java | 57 * viewportHeight / 2, near, far);
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/external/llvm/test/MC/ARM/ |
H A D | comment.s | 21 far: label 43 @CHECK-LABEL: far:
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/external/valgrind/gdbserver_tests/ |
H A D | mssnapshot.stderrB.exp | 6 v.info all_errors : show all errors found so far 9 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg 24 saves all snapshot(s) taken so far in <filename>
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H A D | mchelp.stdoutB.exp | 4 v.info all_errors : show all errors found so far 7 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg 58 v.info all_errors : show all errors found so far 61 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg
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/external/vulkan-validation-layers/libs/glm/gtc/ |
H A D | matrix_transform.hpp | 164 /// @param far 174 T const & far); 181 /// @param far 189 T const & far); 197 /// @param far 206 T const & far); 208 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. 219 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
H A D | FrameBufferCubemapTest.java | 41 camFb.far = 1000f; 59 camCube.far = 300f; 79 camFb.far = cam.far;
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H A D | ModelLoaderTest.java | 42 camera.far = 100;
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/external/llvm/test/MC/MachO/ARM/ |
H A D | long-call-branch-island-relocation.s | 21 @ Make the _foo symbol sufficiently far away to force the 'bl' relocation
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/external/opencv3/3rdparty/libjpeg/ |
H A D | jmorecfg.h | 233 /* Here is the pseudo-keyword for declaring pointers that must be "far" 241 #define FAR far
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/external/pdfium/third_party/libjpeg/ |
H A D | jmorecfg.h | 219 /* Here is the pseudo-keyword for declaring pointers that must be "far" 226 #define FAR far
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/external/mesa3d/src/gallium/tests/graw/ |
H A D | shader-leak.c | 53 float near, float far) 55 float z = far; 58 float half_depth = ((float)far - (float)near) / 2.0f; 51 set_viewport( float x, float y, float width, float height, float near, float far) argument
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H A D | tri-gs.c | 54 float near, float far) 56 float z = far; 59 float half_depth = ((float)far - (float)near) / 2.0f; 52 set_viewport( float x, float y, float width, float height, float near, float far) argument
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H A D | tri-instanced.c | 83 float near, float far) 85 float z = far; 88 float half_depth = ((float)far - (float)near) / 2.0f; 81 set_viewport( float x, float y, float width, float height, float near, float far) argument
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H A D | quad-sample.c | 63 float near, float far) 65 float z = far; 68 float half_depth = ((float)far - (float)near) / 2.0f; 61 set_viewport( float x, float y, float width, float height, float near, float far) argument
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/ |
H A D | mat4.js | 1041 * @param {Number} far Far bound of the frustum 1044 mat4.frustum = function (out, left, right, bottom, top, near, far) { 1047 nf = 1 / (near - far); 1058 out[10] = (far + near) * nf; 1062 out[14] = (far * near * 2) * nf; 1074 * @param {number} far Far bound of the frustum 1077 mat4.perspective = function (out, fovy, aspect, near, far) { 1079 nf = 1 / (near - far); 1090 out[10] = (far + near) * nf; 1094 out[14] = (2 * far * nea [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/math/ |
H A D | Matrix4.java | 469 /** Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio. Note that
474 * @param far The far plane
478 public Matrix4 setToProjection (float near, float far, float fovy, float aspectRatio) {
argument 481 float l_a1 = (far + near) / (near - far);
482 float l_a2 = (2 * far * near) / (near - far);
503 /** Sets the matrix to a projection matrix with a near/far plane, and left, bottom, right and top specifying the points on the
512 * @param far Th 514 setToProjection(float left, float right, float bottom, float top, float near, float far) argument 564 setToOrtho2D(float x, float y, float width, float height, float near, float far) argument 579 setToOrtho(float left, float right, float bottom, float top, float near, float far) argument [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
H A D | DecalTest.java | 68 cam.far = 10f;
129 cam.far = 10f;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/ |
H A D | PairCacheTest.java | 82 overviewCam.far = 150f; 86 frustumCam.far = Vector3.len(BOX_X_MAX, BOX_Y_MAX, BOX_Z_MAX);
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/external/opencv3/modules/viz/src/ |
H A D | types.cpp | 125 double far = near * (proj(2,2) - 1.0) / (proj(2,2) + 1.0); local 139 setClip(Vec2d(near, far));
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/external/autotest/client/deps/webgl_mpd/src/resources/ |
H A D | J3DIMath.js | 72 in float near, in float far); 75 in float near, in float far); 611 J3DIMatrix4.prototype.ortho = function(left, right, bottom, top, near, far) 615 var tz = (far + near) / (far - near); 628 matrix.$matrix.m33 = -2 / (far - near); 638 J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far) 643 var C = -(far + near) / (far - near); 644 var D = -(2 * far * nea [all...] |